DarkNecrid
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SteamID32 STEAM_0:0:18907106
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Signed Up August 8, 2012
Last Posted August 6, 2018 at 5:20 PM
Posts 739 (0.2 per day)
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#543 How to Get to In-Game Comp Lobbies in TF2 General Discussion
TendaMonstaDarkNecridThe Scout, Soldier, Demoman, and Medic are Generalists and intended to be ran the most while you switch them out for the other 5 classes on a need by need basis.Is it possible to get a citation on that? I tell this to people all the time but I can't actually back it up aside from telling the person to look at how effective these classes are.

http://www.youtube.com/watch?v=Nh_ItF1wOT0&list=SPB332A9F8BB5E150B&t=12m53s

posted about 11 years ago
#539 How to Get to In-Game Comp Lobbies in TF2 General Discussion
PAPASTAINThe problem with 6v6 isn't its format, it's that the most optimized classes and strategies are already there. When you leave a format alone for 5 or so years, that's bound to happen. If they want to sincerely shake things up in 6v6, give players reasons to not go 2scouts/2sollys/demo/medic. Make a utility class useful enough where people don't have to worry if any of the advantages that utility class has justifies severely fucking up dmg output. Classes like pyro are pretty useless normally, and the few situations they're justified, it's still questionable to have one over a scout. Change stuff like that.

6v6 is like that (for the most part, class limits being another reason) because the game was originally designed as Generalists and Specialists. The Scout, Soldier, Demoman, and Medic are Generalists and intended to be ran the most while you switch them out for the other 5 classes on a need by need basis.

Of course, most of the unlocks have changed this, but imo this isn't a problem. 6s as a format plays as close as possible as to how the classes were originally intended to be used, Highlander uses them as close as possible as to how they are currently intended to be used. That's my 2c.

Then again, I think Robin has poor reasoning to begin with here, there's more to metagame changes than just wacky items. The 6s meta has changed in many ways since I started paying attention to it (2009-ish) and I'd only say items played a small part in it, which i46 pretty much confirmed - regardless of bans the American teams played basically the same way. Robin just might not be the sort of person who can appreciate the more subtle changes though??

posted about 11 years ago
#19 Rise of the Triad in Off Topic

All the weapons with very large explosive ranges that you see are power weapons in MP so good players will control/time them just like Quake.

It's been awhile since I've played it obviously but IIRC the only weapon that can outright instant kill you really easily in one shot is the Excalibat which is a power weapon that can melee (and you can reflect projectiles with the melee which is kinda hard to do) or you can charge it up for a one shot. The other ones won't one shot you if you have the asbestos armor except for the Flamewall iirc which destroys asbestos armors.

I just wanna dog mode people again.

posted about 11 years ago
#17 Rise of the Triad in Off Topic

Please support this guys, it's 15$ and has a long old school styled (maze-like get the keycard) single player campaign with old school power weapon multiplayer with mod tools and dedicated servers. If this game sells well it should send a signal to other developers that we want to see more fast paced Arena shooters.

The original was really good (and the first FPS to let you aim up and down!) and this game is essentially an HD remake of that one as far as the multiplayer goes (still has dog/god mode, ludicrous gibs, etc). It should be superb especially since the Unreal Engine is tried and true.

Here's a better video of it though imo:

http://www.youtube.com/watch?v=dWhsZAhfyqc

this game looks fun. never played the original. plus it's moddable, something we hardly see anymore.

did the original have bunnyhopping/air strafing (both normal and rocket jumping)?

It did not have bunny hopping (to my knowledge, bhop wasn't even a concept when this game came out) however it does have air strafing (it is actually the game that essentially invented air strafing and rocket jumping)

posted about 11 years ago
#15 Respawn Ent.'s game leaked, runs on Source* in Off Topic
TheJatshmaybe it's gonna be a good game and all but does this really belong on a website calle TEAMFORTRESS.tv?

it's in off-topic derp

posted about 11 years ago
#90 The Weapon Balance Megathread in TF2 General Discussion

Dead Ringer isn't absurdly strong though, if it were to receive a nerf it would need a buff of another sort as well (like say, lowering the uncloak volume if you really want to encourage more sneaking).

In 6s basically no one uses it.

In Highlander it's used but it's also more predictable than the other two watches and with a little bit of effort you can just force the Spy to essentially be dead by getting him into a cycle of triggering the DR over and over.

Its synergy with the Spy set (in pubs), Spycicle, and Enforcer though is mega annoying but that is mostly because it's pretty apparent Valve forced synergy on the stats there imo and is kind of problems with those items rather than the Dead Ringer itself really.

posted about 11 years ago
#13 Respawn Ent.'s game leaked, runs on Source* in Off Topic

I am beyond excited for this game, though worried because it's EA publishing :/.

Still, CoD 2 and CoD 4 were excellent.

Give me another CoD4 quality shooter and I'm in.

posted about 11 years ago
#51 The Weapon Balance Megathread in TF2 General Discussion
RigelThis is just a general suggestion that I think would help balance the Heavy weapons a bit: introduce "cone of fire" as an attribute. I feel all of the Heavy's weapons should have a tighter cone so tracking is more important, raising the skill ceiling of the Heavy and potentially making him fun.

they'd need to compensate by lowering the damage of bullets to match, coz you would instantly regret this idea if they didn't do that.

it would have to be a big damage nerf too, cause with current damage values a heavy would do 180 damage per second at long range.

please no

posted about 11 years ago
#45 The Weapon Balance Megathread in TF2 General Discussion
kirbytl;dr weapon balances should not cater to helping a single class counter it unless the weapon itself is meant to be against a single class such as the razorback.

it is part of the problem though since when used by someone who actually spends time to practice with it you get really dumb shit, not only can the class essentially designed to protect the combo not protect the combo but the combo can't even protect itself against this shit, I mean, a medic can't airstrafe off of it either basically (you die before you get the chance) and often the BB soldier simply flies far too fast with a proper overcharge jump for anyone to reliably airshot the person (except maybe a really good DH user) or hit him with much hitscan.

this really is the main problem with the weapon. a combination of its ROF, overcharge jumping speed, raw damage, etc makes it an absurd bombing item, by far the best in the game, with little counterplay options for most of the classes - if a BB soldier bombs you and you're not a heavy with a full buff you're dead, pretty guaranteed. Unless you stay inside a building 24/7 or something.

posted about 11 years ago
#19 The Weapon Balance Megathread in TF2 General Discussion
red tape recorder
-unless you're already autoattacking your sentry, a redtape recorder will still get atleast a level off even if you're good which is huge as level 3 sentry is really just the whole base of engi's damage effectiveness due to rockets

i get the feeling you haven't used it at any point recently considering a few months ago they nerfed it and now it takes 3.4 seconds to downgrade a single level.

if you are an alive engineer and can't hit your sentry twice in 3.4s then wtf you doing.

e:

also people really need to stop proposing solutions, valve doesn't care about those. ANYONE can come up with solutions, they want to know what the problems are.

posted about 11 years ago
#16 The Bug Information Collection Thread in TF2 General Discussion

#14 Pomson hitboxes are for the most part fixed, the Vaccinator ubercharge doesn't protect against crits of any kind regardless of chosen resistance, and Escape Plan Soldiers getting healed by crossbow is intended. The Escape Plan does not prevent all healing (you get healed by medkits/sandvich for example), it prevents Medics from targeting you with the Medigun, that's it. There's more cases of things healing Escape Plan soldiers than not healing escape plan soldiers by far.

posted about 11 years ago
#3 The Weapon Balance Megathread in TF2 General Discussion

I just thought I'd add something pretty important:

Valve has said in the past that they vastly prefer problems and not solutions, so I don't think anyone here should specifically give ideas on how to fix the weapons, but rather point out why the weapons are broken.

e.g.:

Bad:
"Wrangler is too strong, the shield should drop instantly whenever the Engineer dies (but still disable the gun for the same amount of time) and the Wrangler should apply damage falloff to the Sentry gun while activated to make the SG do less damage outside of its normal range. Wrangler shield should also affect Mini Sentries for half the effect."

Good:
"Wrangler is too strong, giving a Sentry Gun infinite damage range breaks a lot of maps and the weapon doesn't reward killing the Engineer enough. On top of all of this, Wrangled Mini-Sentries have more health than a stock Level 3 sentry gun yet are much more spammable."

This should also prevent arguments in the thread, generally people can agree on problems WAYYY easier than they can solutions.

posted about 11 years ago
#128 Highlander pick/ban system in TF2 General Discussion
wareyaThe enforcer's still OP?

yes the "nerf" actually made it better technically.

See stuff like this just shouldn't happen and leads to garbage data.

On the previous page someone mentioned that the banned weapons included flare and gunboats, I mean, two of possibly the most balanced side-grades in the game. I know it's a small sample size but still.

This ban system will reflect both the effectiveness (and ineffectiveness of your own team) to utilize a weapon (ie, a strategic choice and not a balance issue) as well as possible game mechanic/balancing issues. How you separate the two will be pretty hard. As I'm sure every medic will want the gunboats to be banned, so what if the gunboats get a significant ban %? Imagine the fury in the comp community if the gunboats get nerfed.

Valve aren't going to follow the %s like gospel, they aren't 5. This isn't really much of a worry at all - it just gives them a vast amount more data than they have now (aka very little/practically nothing).

posted about 11 years ago
#10 The Bug Information Collection Thread in TF2 General Discussion

Multiple classes:
-Jar Glitch: Affects Mad Milk + Jarate, easy to reproduce. 1) Throw jar, 2) touch resupply, 3) throw Jar again. Your jar will (contrary to the HUD) refresh from the time you threw the first jar, not the second one. This essentially lets you throw jar items faster than normal.

Soldier:
-Beggar's Bazooka has a reload glitch that prevents overcharge damage, to replicate just hold left click and release really fast over and over.

Demoman:
-Not really a bug but I'm sure people would appreciate it if Valve tuned pipe damage so that the amount of direct pipes to kill a Soldier wasn't somewhat random between 2 or 3.
-Charge scripts still exist thanks to abusing Novint Falcon stuff.

Heavy:
-The GRU death mark occasionally shows above the Heavy head even after he switches away from the GRU.
-Not sure if bug but if the Holiday Punch was made to not work on ubercharge's it would be unbanned in UGC.

Medic:
-If you quickswitch your Syringe Gun or Melee weapons to another weapon you get to switch spawns and not lose your Ubercharge %. AFAIK this is banned in every league but it's pretty overpowered and kind of contrary to every other item that has a %.

Engineer:
-If a Spy applies a sapper to a building during the building's upgrade animation, it can not be unsapped by the Engineer or Pyro.

Sniper:
-Bazaar Bargin has a bug where on a no-crit server after you get 1 head it will continuously give you more and more heads for just shooting nothing.

Spy:
-A disguised Spy using the in-game voice command menu will occasionally display as his real name + real team color to the enemy team in chat if he is nearby any of them, instead of disguised name + disguised team. (since you can't see enemy team voice commands, this is basically an instant give away)
-If you disguise as a player as they change classes, you will occasionally get a disguise with their new classes HP (e.g.: A Scout Disguise with 300 HP)
-If you pick up a med kit while disguised the healing pickup will be your real team color if your disguise is full health instead of disguised team color.
-Applying the same disguise or touching a resupply while disguised changes your disguised weapon to melee.

posted about 11 years ago
#502 How to Get to In-Game Comp Lobbies in TF2 General Discussion

For the most part the weapons that are banned in Highlander are banned because they would have an impact yes.

A very negative one.

Really the only thing on the UGC list that imo shouldn't be banned is the Huo-Long Heater. (and the Bazaar Bargin, hurry up and fix the bug Valve ffs) It's kind of shitty.

(and technically I would argue the Enforcer since there's no way that gun is more broken than the Wrangler but whateverrrrrrr)

posted about 11 years ago
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